Search found 52 matches
- Mon Apr 13, 2015 7:12 am
- Forum: Gameplay Help
- Topic: Factory Problems
- Replies: 16
- Views: 8570
Re: Factory Problems
29k (2900) of Alien science pack i keep 200 of all the science packs you have 1.4k Science Pack 1 os there is 1400 copper plate and 29k of Science Pack 2 os 4350 copper plate and 16k of Science Pack 3 os 24800 copper plate so all is 30550 copper plate or 305k One k is 1000, so: 29k = 29000 30550 = ...
- Fri Feb 27, 2015 8:13 am
- Forum: Show your Creations
- Topic: Better train loading system
- Replies: 17
- Views: 31857
Re: Better train loading system
It's a nice idea, but with fast inserters being close to two times as fast as long handed inserters, the bonus of double inserters row can almost be negated. This solution does take advantage of double loading belts, but belt throughput can be solved in various other ways.
- Thu Feb 26, 2015 6:39 pm
- Forum: Show your Creations
- Topic: Red circuit factory
- Replies: 14
- Views: 27957
Re: Red circuit factory
1 copper cable assembler can feed 8 red circuit assemblers exactly, so you could improve that part if you want. Is the green circuit belt fast enough to feed all your assemblers?
- Fri Jan 23, 2015 2:20 pm
- Forum: Videos
- Topic: Xterminator vs. FishSandwich! A PvP style Youtube series
- Replies: 107
- Views: 34322
Re: Xterminator vs. FishSandwich! A PvP style Youtube series
If you put enough of those two shot worms around his main base, he will be unable to recover as he can't reach his supplies anymore without dying, as he doesn't have any armor or anything.
Might break the series though :/
Might break the series though :/
- Tue Dec 30, 2014 11:14 am
- Forum: Videos
- Topic: [YouTube] Factorio Base Tours
- Replies: 34
- Views: 20900
Re: [YouTube] Factorio Base Tours
Thanks for the tour Gepwin! Good job showing it all, I don't believe you missed anything
(Oh and the module boosts do stack)
(Oh and the module boosts do stack)
- Thu Dec 11, 2014 2:02 pm
- Forum: Videos
- Topic: [Youtube] Multiplayer Playthrough
- Replies: 59
- Views: 25644
Re: [Youtube] Multiplayer Playthrough
On episode 31: Ouch man that was cold. Though it was the right thing to do xD Sorry Oni, but that build was so wrong, you need 1.5 cable assemblers per ec assembler. You had 0.33. Your efficiency was going to be abysmal. :( Why didn't you copy the previous ec designs? They were perfect and blueprint...
- Tue Dec 09, 2014 9:06 am
- Forum: Videos
- Topic: [YouTube] Xterminator's Total Depletion Series
- Replies: 70
- Views: 24725
Re: [YouTube] Xterminator's Total Depletion Series
Completing the research tree takes less work than you might think. Sure it'll take some 20 hours or something, but after setting up a decent science factory you never have to look at it and can set up other factories for more modules, resources, or just improving your science even more.
- Fri Nov 28, 2014 11:53 am
- Forum: Videos
- Topic: [Youtube] Multiplayer Playthrough
- Replies: 59
- Views: 25644
Re: [Youtube] Multiplayer Playthrough
Send it to me and I'll do a fixit
- Fri Nov 28, 2014 9:36 am
- Forum: Videos
- Topic: [Youtube] Multiplayer Playthrough
- Replies: 59
- Views: 25644
Re: [Youtube] Multiplayer Playthrough
"If you build it right you don't need fast belts" -Root
I'm sorry root but those iron output belts are a hot mess, Oni woul do it better than you did in that last episode
I'm sorry root but those iron output belts are a hot mess, Oni woul do it better than you did in that last episode
- Thu Nov 27, 2014 9:56 am
- Forum: General discussion
- Topic: Belt rebalancer is not your friend
- Replies: 23
- Views: 26206
Re: Belt rebalancer is not your friend
It is not a proper rebalancer, you need a piece of faster track where the two split yellow belts come together to ensure compression and throughput.
- Tue Nov 25, 2014 11:28 am
- Forum: Gameplay Help
- Topic: Power Problems
- Replies: 6
- Views: 3547
Re: Power Problems
I need my Electronic circuits for other things rather than solar panels, Sounds like you need them more for solar panels than anything else. Also, instead of upping power production, try lowering power usage by shutting of parts of your base or putting efficiency modules in your miners and furnaces...
- Tue Nov 25, 2014 8:44 am
- Forum: General discussion
- Topic: New Series Idea: Need Your Input
- Replies: 5
- Views: 2853
Re: New Series Idea: Need Your Input
I would very much like to see a series focused on massive builds and huge resource usage. Most of the series build the same small cluttered factories, I've seen enough of those. For example, look at the module factory I posted, about as big as a regular factory, but only produces module 3's at 16 a ...
- Tue Nov 25, 2014 8:40 am
- Forum: General discussion
- Topic: Moving around on a big base
- Replies: 13
- Views: 6235
Re: Moving around on a big base
There is already a road mod called roadworks.
Also, moving around my base isn't a problem because everything is spaced out decently, and I can move alongside the belts or tracks. Pipes aren't a problem either because I use underground pipes just about everywhere, as should you
Also, moving around my base isn't a problem because everything is spaced out decently, and I can move alongside the belts or tracks. Pipes aren't a problem either because I use underground pipes just about everywhere, as should you
- Fri Nov 21, 2014 10:32 am
- Forum: Ideas and Suggestions
- Topic: A Bulldozer
- Replies: 20
- Views: 11154
Re: A Bulldozer
From a vanilla point of view they are virtually worthless. I have chests full of em from deconstructing forests to make place.
- Fri Nov 21, 2014 8:32 am
- Forum: Videos
- Topic: [Youtube] Multiplayer Playthrough
- Replies: 59
- Views: 25644
Re: [Youtube] Multiplayer Playthrough
And here i was thinking they were gonna credit me for the furnace thing, bunch of bastards you are :P I missed something... What did I do? Episode 11 You talked about the furnace count on the belts, 14 fills a belt but theoretically 21 should fit, and after that you didn't remember who's comment it...
- Thu Nov 20, 2014 11:43 pm
- Forum: Show your Creations
- Topic: A shot at a balanced processing unit factory
- Replies: 7
- Views: 9992
Re: A shot at a balanced processing unit factory
So I got the new build finished. It's a lot neater and ordered, has a bit of overproduction to keep those lines compressed and can produce 16 module 3's a minute 8-) It takes a shitton of resources to run though, the smeltery is twice as large as the one for the rest of my factory, which also contai...
- Thu Nov 20, 2014 9:08 am
- Forum: Videos
- Topic: [Youtube] Multiplayer Playthrough
- Replies: 59
- Views: 25644
Re: [Youtube] Multiplayer Playthrough
And here i was thinking they were gonna credit me for the furnace thing, bunch of bastards you are
- Thu Nov 20, 2014 8:28 am
- Forum: Show your Creations
- Topic: A shot at a balanced processing unit factory
- Replies: 7
- Views: 9992
Re: A shot at a balanced processing unit factory
I'm working on the next version which is the full chain from ore to modules, most of it is done, I expect to post it this evening.
It's got 20 EC assemblers and 56 AC assemblers gonna need 5500 copper ore a minute
It's got 20 EC assemblers and 56 AC assemblers gonna need 5500 copper ore a minute
- Wed Nov 19, 2014 1:53 pm
- Forum: Videos
- Topic: [YouTube] Factorio Fixit
- Replies: 110
- Views: 46929
Re: [YouTube] Factorio Fixit
I'm planning on sending mine in, would like to multiplay it and see what you can improve on it. It's very much endgame though, but that might be an interesting scenario for once.
- Wed Nov 19, 2014 8:22 am
- Forum: Gameplay Help
- Topic: Planning mode?
- Replies: 12
- Views: 7987
Re: Planning mode?
There is 'ghost build' mode, where you don't use your own items but place a 'ghost' of the item that can be used to plan. Also, construction bots will place real items in these places if they're available. I remove roboport coverage and use this mode to plan stuff out. Then I place back the roboport...